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[/p][p]Hey all,
We want to be completely up front and honest with you here, Sand: Raiders of Sophie will not be releasing this March, and we want to give some context on why here today.
[/p][p]It’s been a difficult few months for us here in Ukraine, with frequent severe power outages and air alert disruptions causing some major complications and resulting in a lot of key features that we had hoped to have finalised and implemented at this stage being behind schedule.
[/p][p]To keep it transparent, this is what’s either left on our to-do list or is in the final stages of implementation:[/p]
- [p]AI Mobs Improvements
AI improvements are a key focus, as we continue to refine Upiors’ behavior, including response time, pathfinding and overall AI. Melee Upiors are being made more aware and agile, with the ability to dodge shots and adapt to the players actions. We’re also expanding their audio with more voicelines and situational reactions.[/p] - [p]Server Physics Optimization
We’re optimizing how server-side physics calculations are handled to improve performance, especially in large-scale battles. These changes are aimed at stabilizing tick rate and may allow for higher player counts in the future.[/p] - [p]Overall Server Performance
Backend issues identified during the playtest, improving database reliability and response times continue to be a key focus. Additional fallback systems are being implemented to better handle future issues.[/p] - [p]Client Performance Optimization
We’re working on optimizing heavy visual effects like shadows and particles, alongside broader general work to improve FPS. Trampler movement on the client is also being optimized to reduce performance impact. These improvements will significantly improve performance on lower-end hardware.[/p] - [p]Disconnect Handling Improvements
We’re rebuilding the disconnect system with a focus on stability and consistency, aiming to provide a smoother experience for users who disconnect from ongoing expeditions.[/p] - [p]Infantry Arsenal Expansion
We’re introducing a new revolver, the EB “Vita,” along with additional weapon interactions and customization. Ongoing changes include reworking damage falloff, refining recoil behavior and adding custom ammo types to expand combat depth.[/p] - [p]Armor & Heavy Weapons Adjustments
We’re updating armor visuals and tiers, each with distinct regeneration stats. At the same time, we’re rebalancing cannons by introducing falloff/recoil and adding custom shells.[/p] - [p]Addressing the Tower Meta
We’re developing systems to reduce the effectiveness of “tower” trampler builds without harming standard designs. This includes introducing a vertical center of mass and movement penalties for unstable structures, along with removing building elements that contributed towards this meta.[/p] - [p]QoL & Anti-Cheat
An anti-cheat system has now been implemented, alongside AFK detection, controller support with aim assist and improvements to the loading experience.[/p] - [p]World & Economy Expansion
We’re opening a new island, Raumnadel and bringing back Contracts (Pawn Shops) for item trading. Additional POIs are also in development that we hope to be present on launch.[/p] - [p]General Gameplay Improvements
We’re continuing to fix bugs, rebalance systems and iterate on gameplay based on playtest feedback.[/p]
[p]There are a few other larger additions we’re working on based off of player feedback. These include onboarding to make the game more accessible for newcomers, improvements and expansion on the PvE elements of the game and long term progression. We’ll share more about these soon.[/p][p]We will shortly release another development update with updates on our progress and details of a server slam we plan to hold in the interim that we hope to see many of you join us for.
Thank you all for your understanding and patience, we appreciate that this isn’t the news you wanted to hear but assure you that this delay is purely in the interest of delivering you all the best SAND experience possible on launch.
- tinyBuild Games/Hologryph [/p]